This is the final state of patch 1.10.
Get it from here. Checksum ought to be EQPW (please validate).
Starting from this patch, you will need this: Visual C++ 2015 Redistributable (x86) to run the game.
Changes:
Fixes:
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Softcode effects:
Get it from here. Checksum ought to be EQPW (please validate).
Starting from this patch, you will need this: Visual C++ 2015 Redistributable (x86) to run the game.
Changes:
- Updated dependencies, now requires Visual C++ 2015 Redistributable (x86).
- Any string of letters and numbers may now be used as a valid area name in Province.csv.
- The corresponding in-game text will be looked up from world_names.csv as the same string capitalised and with underscores in place of whitespaces.
- The number of different areas is currently limited to a ceiling of 1000. This limit will be removed in the future.
- It is now possible to fill up infrastructure to max, even if the difference between current and maximal is smaller than the increase from one development.
- Note that currently no IC/d reduction is granted for this development. That will be handled in the future.
- Late-game performance degradation due to #units has been decreased.
- Loading a convoy definition with invalid path will no longer force-quit the game; it will complain with a "Fatal Error" message as before but on "Ignore" skip the affected convoy instead.
- The button "Remove all" on the leader selection screen now only removes all leaders from the same type of unit (Air, Land or Naval).
- It currently lacks an "Are you sure" dialog, but that will return in the future.
- The last entry in misc.txt/research now defines the standard deviation of a normal distribution centered on 0. A maximal deviation is not set.
- There is no longer any hardcoded limitation on number of concurrently active tech teams (was 20 per country).
- The program will now produce an error message loading a scenario, if an event contains a "picture" tag but the corresponding file cannot be found.
- Ignoring this error will have no adverse effects for the end user.
- Mod maintainers will probably be pestered by end users to fix such errors, if their mod triggers any.
- The title will in a future version be changed to something less intimidating from "Critical Error!".
- AI will no longer periodically rotate its production queue (as this led to disproportionate stretching of individually long build times, e.g. of Nuclear Reactor buildings or battleships).
- Scenario option "Historical Event Choices" now makes the AI always select option_a in events with multiple options.
- Aging tooltip incorrectly displayed a value modified by MP gain modifiers.
- AI files in moddir needed a dummy file with same name in the base directory to be parsed.
- AI switch commands in events triggered for the player produced a "Critical Error" message.
- Air missions would filter out provinces within their zone of effect even when none were left as a result (esp. with single-province targets of Logistical Strike).
- Stack traces in Error.txt would themselves produce further errors.
- Event command "type = access_to_alliance" did not work.
- Event command "type = add_prov_resource" set province income of the affected resource to 0, if after the addition it would have been negative.
- Event commands "type = [add|remove]_team_research_type" did not work for "value = artillery".
- Mission Efficiency of Shore Bombardment was taken from the Sub, should have come from the Dom.
- Naval brigades in the deployment pool would revert to model 0 when the game was saved.
- Research Project tooltip incorrectly used a static tooltip instead of the proper _RV_TECH_SPEED_MODIFIER_ variable from misc.txt.
- "Okay"-button in client-side Options menu of pre-scenario lobby was not correctly aligned on the height axis.
- Mouseover tooltip for the "money" symbol added income from MP into "Home Produced", additionally to listing it separately.
- Tutorial missions failed to load because they imported trade convoys from main scenarios, but not the assorted trade treaties.
Softcode effects:
- Events identical to others, except for additional "type = ai" effects, may now be merged into the originals, as AI file switching properly works for non-AI countries.
- Entry "EE_POP" in Boostertext.csv is now unused and can be removed.
- Line 4 of settings.cfg is now interpreted as the moddir if the game is not started with a moddir parameter.
- The new Area system likely requires adjustments from mod maintainers. For reference diff world_names.csv against any earlier version.
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